extends Node

class_name RoundData

signal clear_died_monster
#本回合是否击杀敌人
var killed_monster = 0

var shield = 0:
	set = set_shield
#禁止攻击
var cant_attack = false
#攻击次数
var attack_times = 0


var round_card = []
var card_switch_select_mode = false
var died_monster = []


#怒气加成相关
var anger_addition_times = 0
var anger_addition_card = []
var addition_anger = 0
var shield_monitor_card = []
#下回合增加抽牌数
var next_draw_card = 0
func clear():
	shield = 0
	shield_monitor_card.clear()
	round_card.clear()
	died_monster.clear()
	killed_monster = 0
	cant_attack = false
	anger_addition_times = 0
	anger_addition_card.clear()
	addition_anger = 0
	attack_times = 0
	card_switch_select_mode = false
	next_draw_card = 0

func _on_clear_died_monster():
	for m in died_monster:
		if m != null:
			m.queue_free()
			
func add_round_card(card):
	round_card.append(card)
	
func add_shield_monitor_card(card):
	shield_monitor_card.append(card)

func set_shield(v):
	shield = v
	#var player_state: PlayerInBattleState = Globals.player_state
	#for c in shield_monitor_card:
		#if CardManager.round_data.shield >=  c.round_shield:
			#player_state.next_point += 1
		
